#version 300 es
precision mediump float;
uniform sampler2D sTexture;
in vec4 ambient;
in vec4 diffuse;
in vec2 vTextureCoord;
out vec4 fragColor;  
void main()                         
{
   vec4 finalColor=texture(sTexture, vTextureCoord);     
   fragColor = finalColor*ambient+finalColor*diffuse; 
}              